Sea of Stars RPG Design Journalhttps://seaofstarsrpg.wordpress.com
Welcome to a world of high adventure, high magic and dragons!Sun, 07 Jun 2020 00:02:38 +0000en
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1 http://wordpress.com/https://s0.wp.com/i/buttonw-com.pngSea of Stars RPG Design Journalhttps://seaofstarsrpg.wordpress.com
PinkCat: Running in the Shade “Haunted Junkyard” (A different sort of SR campaign report)https://seaofstarsrpg.wordpress.com/2020/06/06/pinkcat-running-in-the-shade-haunted-junkyard-a-different-sort-of-sr-campaign-report/
https://seaofstarsrpg.wordpress.com/2020/06/06/pinkcat-running-in-the-shade-haunted-junkyard-a-different-sort-of-sr-campaign-report/#respondSun, 07 Jun 2020 00:02:38 +0000http://seaofstarsrpg.wordpress.com/?p=13892To understand what is going on here, you had best read the first PinkCat: Running in the Shade post, but short summary, this is a campaign report for our Shadowrun campaign set in NorCal through the filter of a cartoon made by one of the team members.

Episode Forty Five: Haunted Junkyard

Guest Starring: Clawz, DoubleUp, Gimmick, and Tora.

Glitter asks the gang to find some special parts for a classic vehicle that she is working on restoring. The only place that seems to have it is the S. Pektor’s Auto Wrecker out at the end of Really Not Spooky Road. The main building looks like the mansion from the start of Scooby Doo with the junkyard behind. Classic setup meeting with the owner leading to warning about the Ghost of the Junkyard. They venture in to find the part, high jinks and chases ensure as the Ghost of the Junkyard tries to chase us away. Finally, the ghost is caught using a Rube Goldburg-esque trap and he is revealed to be a former government agent who knew that a shipment of gold was hidden in the yard, somewhere, and needed to keep people away while he searched for it. Yes, classic Scooby Doo homage.

What really happened:

This actually combines our two latest mission: the first really did involved a junkyard.

For the first mission, we were hired by a new client at the Checkpoint, a nondescript bar for nondescript people, the client was a fixer whose team and the goods they were transporting had vanished. She wanted us to find what had happened to them.

So we head north to where it happened. The town it went down in is split between four gangs (The Asphalt Boys, 69′ Regulars, The Razor Angels, and the Metal Brigade) so we try to locate where they vanished and who controlled. Pink hacks traffic cameras while others scout around physically looking for signs of trouble. We eventually find the transport vans in local junkyard, we go in to but some parts for vehicles Sparky is repairing. Using that as cover to scan the memory of the onboard computers. With that, traffic cameras and a few out sources, we work out that the team was betrayed by one of their own with the assistance of a local gang. Not feeling it would be worth the risk to confront the gang and our mission accomplished, we turned the info over to our employer and got paid.

Mission two, we are hired by an associate of Mr. Li to break into a house for sale and search it to see if it former occupant, one of the member of the Japanese Occupation forces, had left any files behind, as in physical files. We studied the house and area, mapped out the occupants schedules and finally went in as painters, as the house was for sale. Spoofed the locks and security system, found the hidden switch which revealed the secret keypad, which unlocked the concealed door in the closet, which lead to a booby-trapped crawl space (in the house next door!) where the actual files were indeed stored. Turns out they were hardcopy intelligence data including files on who his informants in the local Triads were . . . We handed them over, collected on fee and got far away.

Notes: These games were played over discord voice chat which imposes all sorts of limits on the game but overall were fun and we are getting used to the new medium of play.

As camp was being set up, Voddick came over to Gollaon, “It is not like you to be so quiet, my friend. Are you intimidated?” he teased.

“No, just trying to find the rhythm of the group, it is not worth disruption the poet’s . . . weave to satisfy any of my desires for recognition.”

“You are most in love with this poetry,” laughed Voddick.

“It is spectacular, I am glad it is being written down,” Gollaon replied, a bit snippy.

“Someone has a good memory?”

“Magic.”

Ring and Bookmark of the Poet

These paired items are created together, the decoration of the ring is echoed in the bookmark and vice versa. It is said the patterned subtly change over time, reflecting the personality of the wearer.

The ring helps the wearer focus on poetry, giving them a better ability to control and manipulate words even in the most trying of circumstances, translating into a +4 competence bonus to any check related to creating or reciting poetry. And as they recite poetry, the bookmark records it on any blank page in the book it is tucked into.

The ring helps the wearer focus on poetry, giving them a better ability to control and manipulate words even in the most trying of circumstances, translating into advantage on any roll related to creating or reciting poetry. And as they recite poetry, the bookmark records it on any blank page in the book it is tucked into.

Notes: A useful and practical item, especially for people clever with their use of poetry.

Image Silver signet ring with a lozenge shaped bezel engraved with the arms of Lovell, Co. Norfolk, for William Lovell (d.1476), with applied details on the shoulders, England, late 15th century. From the collection of the Victoria and Albert Museum and used under a Creative Commons Attribution 4.0 International license.

]]>https://seaofstarsrpg.wordpress.com/2020/06/02/tuesday-magic-item-ring-and-bookmark-of-the-poet/feed/0seaofstarsrpgPure silver, pure poetryShadowrun Campaign News for mid-2020 and two new Seattle Scream Props (#65 & 66)https://seaofstarsrpg.wordpress.com/2020/06/01/shadowrun-campaign-news-for-mid-2020-and-two-new-seattle-scream-props-65-66/
https://seaofstarsrpg.wordpress.com/2020/06/01/shadowrun-campaign-news-for-mid-2020-and-two-new-seattle-scream-props-65-66/#respondTue, 02 Jun 2020 02:06:05 +0000http://seaofstarsrpg.wordpress.com/?p=13897Just as my monthly Saturday learn to play / open campaign game of Shadowrun was getting back to an even keel, the Situation happened. So, we have been trying some gaming via the wonders of the proto-Matrix (supported by Tyche’s Games our local game store). We have now played enough of the Sixth World Edition of Shadowrun to add some minor house rules to match our play style.

To support that ongoing campaign, we have two new scream sheets: Seattle Scream 65, the missing mob informant was related to one of adventures (and is a nod to my casual friend, Sean Patrick Fannon) and Seattle Scream 66.

]]>https://seaofstarsrpg.wordpress.com/2020/06/01/shadowrun-campaign-news-for-mid-2020-and-two-new-seattle-scream-props-65-66/feed/0seaofstarsrpgSeattle UnderpassWelcome June and Summer, Farewell Mayhttps://seaofstarsrpg.wordpress.com/2020/06/01/welcome-june-and-summer-farewell-may/
https://seaofstarsrpg.wordpress.com/2020/06/01/welcome-june-and-summer-farewell-may/#respondMon, 01 Jun 2020 11:46:13 +0000http://seaofstarsrpg.wordpress.com/?p=13893Our month of June is named from the Roman month Iunius, or Junius, which in turn is named in honor of the ancient Roman goddess Juno who is the wife of Jupiter and oversees marriage among other portfolio (and is associated with the Greek Hera). For the Romans, the first half of Iunius is a period of religious purification and was considered the most favorable time to marry. It will also be the anniversary of this journal, so I may try and do something special for that.

Summer officially starts this month, so, any thoughts on a theme, readers? Send me your suggestions and I will try to act on them.

]]>https://seaofstarsrpg.wordpress.com/2020/06/01/welcome-june-and-summer-farewell-may/feed/0seaofstarsrpgThe noble Hera-JunoSuperheroes – Once upon a Time in 1967 – Issue 1 – Crimes and Crasheshttps://seaofstarsrpg.wordpress.com/2020/05/27/superheroes-once-upon-a-time-in-1967-issue-1-crimes-and-crashes/
https://seaofstarsrpg.wordpress.com/2020/05/27/superheroes-once-upon-a-time-in-1967-issue-1-crimes-and-crashes/#respondWed, 27 May 2020 12:32:32 +0000http://seaofstarsrpg.wordpress.com/?p=13817With the current situation, our regular gaming has gotten quite disrupted. We have been moving things online via Discord and Roll20, Google Hangouts and such. It is trickier playing online and I feel that much of the ease of role-playing is lost but it is better than nothing.

Cover: The team in dramatic poses with a silhouette of the NYC skyline behind. “Introducing America’s newest heroes!” is emblazoned across the bottom.

Opening page: Vulpix and her uncle,le Renard Noir, are looking out over Central Park from the family’s penthouse. “So, Vulpix, you need to get your new team organized. Show people what they can do under your leadership.” Luckily le Renard Noir cannot see Vulpix’ expression of pure panic.

She contacts the rest of the team, using the communicators provided by Bob, and they meet to practice in an abandoned fruit warehouse. There is some discussion about what to do and how to best present themselves to Vulpix’ uncle the next day. They are discussing a team symbols and battle cry when they hear gunshots. They see an old brownstone and out of the window a thug in carried on an impossibly long arm which drops him into a garbage can. Shadowfist checks on the thug, finding him unconscious. Just then, bursting from the front doors are five thugs with clubs and bags followed by a man in a sharp suit and wide brimmed hat, it is Andre “Stretch” Jackson and his Flexible Morals gangs. Roboto charges in and clotheslines two of them, grabbing one of the bags. Horizon gravity grabs another bag.

Those character that live in the neighborhood (Horizon, Roboto and Shadowfist) know of Stretch and his gang, they call themselves the Flexible Morals gang because they prey on the wealthy and on the mobs (when they move into the neighborhood) and give back part of the money to the locals. Stretch steps forward and negotiates, he does not want a fight and they can all agree the Mob being here is bad. He agrees to turn over two of the bags on money to the team, the one’s the heroes already have (one also has two Saturday night specials in it), and give away some of what he has and they can part as . . . not enemies. The heroes investigate and find a Mob numbers running room, another unconscious thug, and some sort of drugs stomped into the floor. Our heroes call the cops, after tying up the two mobsters, and skedaddle. The money they drop off at a local church and Roboto destroys the two pistols.

The next day, the team gathers at a park in the Bronx. le Renard Noir is there with his private cook and staff, having laid out a nice lunch for the team and a less impressive spread of snacks for the onlookers. le Renard Noir is discussing with the team how important successful teamwork is, referencing World War II and his exploits then. Before things have gone too far, a small plane comes into view, its engine sputters and dies and it starts to descend unevenly. “Vulpix, take charge!” shouts her uncle.

“Bob, get up there and see if you can help! Everyone else with me, we will clear a landing zone,” she shouts.

“I can help with the plane,” says Roboto, Bob grabs him and flies up followed by Bob’s dirigible.

Vulpix and Shadowfist move back the crowd while Horizon focuses to gather his powers, should they be needed.

Roboto leaps onto the plane’s wing and tears open the door. The pilot looks out. “The controls just went dead. I have five passengers.”

“Take my hand,” Roboto hands off the passengers to Bob who gets them into his dirigible. The plane is still descending at a steady rate, Roboto tries to us his ability to ‘interface’ with the planes electric systems but they are totally dead and when he attempts to activate with a jolt from his internal power system, he just causes a huge puff of black smoke. The plane is accelerating as it comes closer and closer to the park. With the passengers safe, Roboto moves to remove the fuel tank, which he does along with part of the aircraft . . .

Horizon uses his gravity powers to catch Roboto and the fuel as the plane careens into the park and smashed into a tree. But without fuel, the collateral damage is minimal. Roboto drifts down and is released a few feet above the ground, the fuel splashing and killing the grass but no more than that.

The crowd erupts in cheers and shouts. Bob unload the pilot and passengers. le Renard Noir congratulates them all, but especially Vulpix and Roboto, and offer to get the team new costumes which Bob objects to as he has an official uniform.

The issue ends with a big picnic in the park.

Notes: We are still getting used to Masks, which is a wonderful system, but things went fairly well. Should have had more things for the non-flyers to do during the airplane rescue but lesson learned. Weirdly, the crash was an actual thing that happened in our world, a plane just fell out of the sky and crashed into the park.

Building photograph Charles Von Urban / Museum of the City of New York. 33.173.355. Used folowing MCNY guideline.

Voddick nodded again. “So, relax and listen. It is rare to get to enjoy such a large orchestra. They are expensive to maintain.”

It was Gollain’s turn to nod. “Means they should be able to afford us.”

Hofkapellmeister’s Rod

These rods are usually simple wood except for the handle which is usually decorated with some sort of allusion to music and to the noble house which commissioned it. The handle is usually wrapped in cloth or soft leather to make it more comfortable to use. It is a sign of authority and skill among musician to be awarded such a title and object.

Using the rod make one more aware of the flow and harmony of music, and when such are out of balance, gaining a +3 resistance bonus to save against any magic that is part of song or music. The user also gains a +4 competence bonus to Profession (composer) and Profession (conductor) or other similar checks as well as to all Perform (musical instrument or singing) checks when working with a orchestra that has been instructed by the rod’s owner.

If the rod’s owner is a bard, when they have the backing of a full orchestra who have been instructed by the owner using the rod, all of their music effects are treated as if the bard was two levels higher and any save DC is increased by 1.

Using the rod make one more aware of the flow and harmony of music, and when such are out of balance, gaining advantage to any saving throw against any magic that is part of song or music. The user also gains advantage on any roll related to musical composition, conducting an orchestra or similar as well as to all Charisma (Perform) attribute rolls when working with a orchestra that has been instructed by the rod’s owner.

If the rod’s owner is a bard, when they have the backing of a full orchestra who have been instructed by the owner using the rod, all of their music effects are treated as if the bard was using a spell slot one level high and any save DC is increased by 1.

Notes: Obviously a German word designating a person in charge of music-making, dating from back when powerful Nobles maintained their own private orchestras. There must be some potential adventure ideas there.

Image English Baroque composer Nicholas Lanier (1588-1666), who was also the King of England’s Master of the King’s Musick and a similar post to a Hofkapellmeister, and the image is in the Public Domain.

]]>https://seaofstarsrpg.wordpress.com/2020/05/26/tuesday-magic-item-hofkapellmeisters-rod/feed/0seaofstarsrpgA Master of Courtly MusicksReview – Shadowrun: 30 Nightshttps://seaofstarsrpg.wordpress.com/2020/05/25/review-shadowrun-30-nights/
https://seaofstarsrpg.wordpress.com/2020/05/25/review-shadowrun-30-nights/#respondMon, 25 May 2020 13:34:39 +0000http://seaofstarsrpg.wordpress.com/?p=13863Shadowrun: 30 Nights is a Campaign Book for Shadowrun detailing Ottawa and setting 30 “Nights” worth of adventurers there. There is some good information and some interesting adventures, some of which can be adapted to other situations, but not a required book unless you want to play in Ottawa or need ideas for adventures set during the Blackout part of the metaplot.

It begins with an introduction with describes the terrible things that happened in the 1977 New York Blackout and leads into a brief discussion of the layout of the nights/ adventures. Then there is one of the required fiction pieces. Next we get a description of Ottawa, UCAS, it is short (twelve pages) but useful including such things as talismongers and weird mana zones within the city but it is lacking a map of the city, which would be exceedingly helpful as places are continually referenced in the city description and the adventures that follow.

The meat of the book is the 30 Nights, each one a situation that must be coped with, overcome or avoided. The nights are divided into several chains of linked sequences if the GM wants to focus on particular themes.

The adventures are varied, starting with building up a safe haven followed by traditional shadowrunner missions, some mysteries, some magical threats, a mixed bag. Most are more adventure frameworks than full adventures requiring considerable work from the GM to make playable. Many of them look fun but a few have real issues. One of these is a mystery where you are trying to learn about a sinister group performing rituals, there are three points where to move to the next stage one particular clue need to be found and that right leap must be made to move forward, and two of those require getting information from people who are likely to be uncooperative if not hostile. This is poor design. Another in a jail break from a Lone Star containment facility that is covered in less than three pages and has no map (in fact, nothing has a map).

Also, there is some issue with the framing of the whole Blackout/30 Nights, it is predicated on something all mysterious knocking out all the functioning tech in multiple cities across the UCAS. So, for the entire adventure period, there is no way to reliably access the Matrix, no power, no vehicles, the GM is reminded not to screw over decker and rigger characters with this by directly trashing their stuff but they are still crippled as characters. There is a little discussion of this in the first few nights but not much about practical things such as how do you network with your contacts without the Matrix (no phone, no text) and no working vehicles?

There are a great number of NPCs, both named and generic, given stats in the back of the book along with a new creature and many new creature powers. Weirdly, there is an index to the NPCs right after the NPC section which is alphabetical, exactly as they are organized just a few pages before. Now, if this also noted which Nights the NPCs showed up in, this might actually be useful however, it does not and just seems like repetition (and, no, there is no other index).

There is fun to be had here but the GM should not be expecting to be able to pick the book up and use adventures, additional work will be needed. The GM should also make sure this kind of semi-apocalypse setting is what the players are interested in, as it is Shadowrun but maybe not the play experience everyone is looking for.

Note: The link is an affiliate link and if you purchase through it, I will get a small amount of money.

]]>https://seaofstarsrpg.wordpress.com/2020/05/25/review-shadowrun-30-nights/feed/0seaofstarsrpgShadowrun: 30 NightsTuesday Magic Item – Twinned Hearts Amuletshttps://seaofstarsrpg.wordpress.com/2020/05/19/tuesday-magic-item-twinned-hearts-amulets/
https://seaofstarsrpg.wordpress.com/2020/05/19/tuesday-magic-item-twinned-hearts-amulets/#commentsWed, 20 May 2020 03:29:14 +0000http://seaofstarsrpg.wordpress.com/?p=13830“It seems a long journey just to deliver a letter, a portrait and some jewellery,” said Voddick quietly while watching said items being presented to the local rulers.

“Such is the way of arranged marriages among the nobility,” replied Gollaon equally quietly. “At least they are making an effort to make this a happy and pleasant experience for their children.”

“Yes?” asked Voddick curiously.

“The amulet is one of a pair, if both accept them willingly, it will help their love to blossom.”

“Hmm, I thought that magic could not compel love,” said Voddick.

“It is tricky but not impossible.”

Twinned Hearts Amulets

These amulets are always made in pairs, either matching or complementary and often bearing the coat of arms (or similar heraldic markings) of the families it was first made for. They are usually made of valuable material, gold and gems, showing the Due to their nature, of agreements and debits, fae enchanters are often tasked with the creation of such items.

When only one of these is worn, it provides the wearer with +1 morale bonus to save against fear, as the wearer feels that they are loved.

But is true power come when one is worn and the other is given as a gift. How this power work depend on if it was given to someone who wishes to love the person or if it was given under sinister circumstances:

Love, the two slowly fall in love, each gains a +1 morale bonus to attack rolls when defending the other and when taking the aid another action for their partner the bonus is increased to +3. They also receive a +4 sacred bonus to resist any effect that would try to turn each against the other.

Once a day, each may take one point of Constitution damage to heal the other of 3d8+the wearer’s Charisma modifier of hit points and give an additional save against any ongoing effect.

Sinister, both fall in love, quickly and completely. The person who gave the amulet, gains the bonuses listed above and they are deeply and fully committed to their partner.

Their partner, while deeply and totally committed to their love, embodies the dark side of love, jealousy and control. They gain a +4 profane bonus to any skill check to keep tabs on their love, plot against rivals or generally maintain a hold on their love.

The amulet do not care about gender. If both are put on with no knowledge of the other, they are drawn towards each other in a vague fashion and can benefit from the wishes to love benefits when they meet if both agree.

When only one of these is worn, it provides the wearer with +1 bonus to saving throws against fear, as the wearer feels that they are loved.

But is true power come when one is worn and the other is given as a gift. How this power work depend on if it was given to someone who wishes to love the person or if it was given under sinister circumstances:

Love, the two slowly fall in love, each gains a +1 bonus to attack rolls when defending the other and when taking the Help action for their partner both gain a +1 bonus to Armor Class. They also receive advantage on any saving throw to resist any effect that would try to turn each against the other.

Once a day, each may use two Hit Dice to heal the other of 3d8+the wearer’s Charisma modifier of hit points and give an additional saving throw against any ongoing effect.

Sinister, both fall in love, quickly and completely. The person who gave the amulet, gains the bonuses listed above and they are deeply and fully committed to their partner.

Their partner, while deeply and totally committed to their love, embodies the dark side of love, jealousy and control. They gain advantage to any attribute roll to keep tabs on their love, plot against rivals or generally maintain a hold on their love.

The amulet do not care about gender. If both are put on with no knowledge of the other, they are drawn towards each other in a vague fashion and can benefit from the wishes to love benefits when they meet if both agree.

Notes: Indirectly inspired by the discussion about Charm spells and pondering way such magics can be used for interesting stories. Obvious this fall under the same rules of getting consent from the player before using such items.

]]>https://seaofstarsrpg.wordpress.com/2020/05/19/tuesday-magic-item-twinned-hearts-amulets/feed/2seaofstarsrpgLove isGame Theory – Charming Morals (or the Morality of the Charm)https://seaofstarsrpg.wordpress.com/2020/05/19/game-theory-charming-morals-or-the-morality-of-the-charm/
https://seaofstarsrpg.wordpress.com/2020/05/19/game-theory-charming-morals-or-the-morality-of-the-charm/#respondTue, 19 May 2020 22:23:10 +0000http://seaofstarsrpg.wordpress.com/?p=13832My, it has been a while since I did one of these. I was reading a discussion on social media where it called out the original designers of D&D as essentially bad people for having included charm spells in D&D. That seemed . . . well wrong to me. As I believe charms were included as part of the long tradition of such magics in myths, tales and legends not for any other reason.

Thus this discussion which is focused on the GM’s use of charm magic:

To start with, Charm spells and their variants (love potions, suggestion, dominate, and so many more) are troubling, deeply so in fact because they take away one of the primary aspects that make playing roleplaying games fun:

Agency/Autonomy, when your character is under the effects of such a spell, you (the player) are not getting to play the character you signed up for. You are being forced to act against your will and it is just not enjoyable. This is an extremely important point, such effects basically steal the character from the player for the duration and is very likely a “you do not have fun” moment for the player. Do not do that, it is rude and will stress the social bonds of the group.

Now, some people will say, well just get rid of Charms all together. This is an option but using magic to subvert peoples’ control / emotions / will has a long tradition in myths and legends and is a good indication that anyone doing so is evil. Arguably, fear of such control is one of the reasons people have historically been so afraid of the idea of magic, if it can make you do things you do not want to do or want to do something so much that you violate laws and morality, it is something deeply terrifying. Again, depending on your group, these may not be subjects they people wish to explore but they can be interesting and terrifying to encounter in a game setting.

Now, there are still ways to use Charm effects successfully in a game, but you need to warn the players and get them onboard first. For example:

The Big Bad has enacted a powerful ritual that gives them control over the Royal army, the characters are part of the army so . . . If the players agree, they get caught up in the spell. Montage of autocratic control over the land and then the character end up somewhere that breaks them from the spell. Now, they have to try an free their home from the Big Bad, possibly while being concerned with the safety of their former comrades, possibly (if people want to) grappling with the terrible things they did while controlled.

Or:

The Evil Noble wants to get the Royal to marry them and slips them a love potion . . . it works! And the characters have to free the Royal from the induced false love before something terrible happens. Or, the comedy approach, thing go wrong and one of player characters now has a Royal in love with them or has fallen in love with the Evil Noble (or both!). The humor version requires a light touch on everyone’s behalf though.

Some players will still not be be willing to let their characters be charmed (or love potioned). Do not force them, it is impolite and not being a good friend. But others will enjoy the chance to try something different with their character.

As always, communication is king. Talk to your players to learn what they want to see and try in your game and what they definitely do not want.

“But many snakes for pets is a bit disturbing,” agreed Voddick, sipping at his beer and watching the people.

Gollaon shooed one away with their boot. “I . . . am not a person who likes snakes as a general rule.”

“Well, we must at least pretend while we are here, it would not do to insult our hosts.”

“Indeed not and they seem to have done well by them.”

Sling Snake

These snakes are specially bred and fed a diet of magical treated food buy the Fae, they gain the ability to flatten themselves and they become docile in the hands of a bonded owner.

Once bonded to an owner, it can act as a +1 sling and with the extra impetus imparted by the living snake, it gains an additional +1 to attack and damage against targets within 30′. It also readies itself without taking an action.

After a sling stone or bullet is cast by the sling snake, the snake may bite someone 5′ away, for1d4 piercing damage plus venom (injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save). The first time it is used against a target unaware of this ability, the attack gains an additional +3 bonus to attack.

The snake (treat as snake venomous) still needs to eat and if not feed may go hunting on its own.

Once bonded to an owner, it can act as a magical sling with a +1 bonus to attack rolls and damage roll and with the extra impetus imparted by the living snake, it gains an additional +1 to attack and damage rolls against targets within 30′. It also readies itself without taking an action.

After a sling stone or bullet is cast by the sling snake, the snake may bite someone 5′ away, for1d4 piercing plus target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.). The first time it is used against a target unaware of this ability, the attacker gains advantage on thr attack roll.

The snake (treat as a poisonous snake but with 6d4 hit dice) still needs to eat and if not feed may go hunting on its own.

Notes: Just an idea that came tome, mixing fae magic and my love of slings.